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Sorry :(
FOXCOM Psionics is a completely different way to play with psionics that requires the lab to train classes for additional psi perks. The two mods do not work alongside each other.
I did not know about such a bug. I usually use Psionic Armor with the Psionic soldiers. I;kk try a couple missions without using the Psi-Armor. Thanks for the quick response.
I am in the late game, having happily played with this class to try it out. I have several psionic soldiers and three, but not all, are exhibiting a problem. Their Max Will is changing on the battlefield as is their Current Will. I have a soldier, for instance, after a battle has 29/29 will and another with -35/-35 will. If I use these soldiers on a mission, they become Shaken but rest does not solve the problem and neither can I put them into the infirmary for healing. The soldiers just become unusable.
Any idea why this might be happening? It does not happen with any other class, and does not always happen with Psionic soldiers. I do not see any similarity between the three affected soldiers that might suggest what is happening.
Thanks,
John
Go into the XComClassData.ini of this mod and comment out (add a ; to the start) of the lines that reads [-SoldierClasses="PsiOperative"] and [!SoldierRanks=0] .. and then carry on playing :)
Either disable RP everytime you want to do a TLP mission or replace it with another starting psionic class like psi rookies.
Would it be possible to adapt the code from the training center preventing levelling the XCOM skil-line before its built to the Psi Lab? So that you can't assign skills to the Psi class before the Psi Lab is constructed?
Uncapped it's possible to just continuously build "class stat growth" PsiOffense. Leading to base numbers of 160+. When this is factored in with PsiAmp bonuses, PCS Bonuses, PsiArmour Bonuses, Perks, Cut-Content Psi boosting items... etc etc .... it can top out Psi well into the 300+ range. This is enough to Dominate even the final Avatars with their +150 "anti-domination" Will Boost.
That was broken, from a balance perspective, imo.
Base game Psi Operatives have a cap of 100, for class stat growth. I extended that a little to 111 for fun, and it is intended that this class closely resembles the base game units.
It would be awesome to lock the class behind needing the Psionics Research or the PsiLab being built, to bring the power-spike these give back into balance.
However as the class is just a normal class there isn't an "easy non intrusive way" to set this is up to have requirements. If it was a HERO class I could gate it behind needing a covert action to find one or something. ...
However I do know that there is code floating around out there (Iridars Denmother/Keeper) that CAN dynamically change the NumInDeck and NumInForceDeck (normal class spawning chances) of a class based on conditions.. so I'll try and get in contact and see what we can do :)
Using TPS the glaive is upgraded into a more "passive" weapon.
As a Primary Weapon it should get the "Glaive Shot" iirc, but the swipe is a AoE passive/bladestorm like attack. As a Secondary Weapon it should get just the slash. It's a weird weapon and it got a little weirder after Altered updated it for TPS to be one combined weapon.
Using the original PS the weapon actually has two distinct versions for each slot, with an activated swipe and slash .... confusing honestly.
I'm sorry you felt it was an OP addition to your games set up.
"Balance" is the hardest thing to get correct in this game.
I'm 99% sure that everything you mention is config-editable in the respective perk packs already.
Sorry to shit on your hard work, and thanks for your other mods which are better.
I was able to take Rusty's framework and create exactly the class that I wanted with no compromises despite my 500+ mod environment. At some point, when I've had a chance to see how everything works, I might make a post in the LWotC discussion thread about my experiences getting the class to work there with all of my other mods.
For now, I want to thank @RustyDios for being a part of the amazing community of modders who allow us to tailor our favorite game to such a ridiculous degree for little more thanks than a barrage of questions and complaints here in the comments section. Thanks so much for this! It feels like I've finally "patched up" my last hangup with XCOM 2.
Soul Merge and Psi Reanimation (and Mind Control) are all mutually exclusive by default, you can only have one ongoing at a time. This behaviour can be toggled/tweaked in Iridars perk mods configs.